#version 330 core
precision mediump float;

// in vec3 my_color;
in vec2 texture_coord;
out vec4 frag_color;

uniform sampler2D pic_texture;
uniform sampler2D pic2_texture;

void main(void) {
  // 0.8 texture1 0.2 texture2
  frag_color = mix(texture(pic_texture, texture_coord),
                   texture(pic2_texture, vec2(1.0 - texture_coord.x, texture_coord.y)), 0.2);
  // frag_color = frag_color * vec4(my_color, 1.0);
}